Team Lead: Gage Morash

Programmers: Dominic Maximo, Cole Portolesi

Overview

Cosmic Catch will have three main game modes with two basic level types. The first Game mode and level will be a 2.5D fishing mode where the player’s goal is to catch as many fish as possible in the allotted time. The second Game mode and level will be a first person cooking mode where the player has to prepare a meal using the fish that they previously caught. The Final game mode will not have a 3D level and will display the player’s score from the previous two modes.

Basic Level Designs

Fishing

https://lh5.googleusercontent.com/9AmU20O3NWUImcQCbMf4dBeqmJiuVSuDT5-nu_fBlsN4EkbdfqF1o9DrnLW2wv4zTj8qECn0JiC6U3pFJAedSDnCsT2JV1dzLDv6ZAUzW76_F_cp-5BLJBfHuheYOGbc10x4TMZ4Yyy4j0E0PaEIV9U

Credit: Dor Zairi

Cooking

https://lh4.googleusercontent.com/akpxu7-CH1upJodMfzOJK2H9aB2kvNdtmj6itswRFZ4ae94OMpNxBbWVlWdhP15hYYvojVOtI1Gz7YFX-X55JROVx6tSTXQhr9Qh_dbvfxHBZH_bvODesAm3nAJkYb6ONlP3UuLS3Ql-k2xcECd4k1A

Credit: Dor Zairi

Level Design Goals

Fishing Mode & Level

The fishing level should put a clear emphasis on the fish and maintain a simple, readable, and visually interesting design. Fish spawn points should be placed to give the player a challenge as they try to catch the lowest fish in the lake.

Cooking Mode & Level

****The cooking level should clearly convey to the player what is interactable and what is part of the background environment. The level should be arranged and lit to create visual emphasis on important gameplay assets.

Game Mode Design

Fish Spawning

****The fish will spawn in set locations throughout the level. They will be distributed from lowest rarity to highest rarity as the level’s global Z coordinate decreases.

Storing Information From Caught Fish